VR Hardware

  • France
  • In France, revenue in the VR Hardware market market is projected to reach €451.7m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.04%, leading to a projected market volume of €728.8m by 2029.
  • Although most revenue in the global context is generated China, in France is also experiencing growth in this sector.
  • In the VR Hardware market market specific to in France, the number of users is anticipated to amount to 6.8m users by 2029.
  • User penetration in France will be 8.6% in 2024 and is projected to reach 10.4% by 2029.
  • Additionally, the average revenue per user (ARPU) in France is expected to amount to €81.1.
  • In France, the VR hardware market is increasingly influenced by cultural initiatives, driving heightened consumer interest and fostering innovation in immersive technologies.
 
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Analyst Opinion

The VR Hardware market in France has been experiencing significant growth in recent years, driven by customer preferences for immersive gaming experiences and the increasing adoption of virtual reality technology in various industries.

Customer preferences:
Customers in France are increasingly interested in immersive gaming experiences, which has led to a growing demand for VR hardware. Virtual reality headsets, controllers, and other accessories are becoming more affordable and accessible to a wider range of consumers, fueling the growth of the market. Additionally, the popularity of virtual reality arcades and gaming centers has contributed to the increased demand for VR hardware in France.

Trends in the market:
One of the key trends in the VR Hardware market in France is the integration of virtual reality technology in industries beyond gaming. Virtual reality is being used in sectors such as healthcare, education, real estate, and tourism to provide immersive and interactive experiences. For example, virtual reality is being used in medical training to simulate surgeries and in real estate to provide virtual property tours. This trend is expected to continue driving the growth of the VR Hardware market in France. Another trend in the market is the development of standalone VR headsets. These headsets do not require a computer or smartphone to operate, making them more convenient and portable. Standalone VR headsets offer a more accessible and user-friendly experience, attracting a wider audience and driving the demand for VR hardware in France.

Local special circumstances:
France has a strong gaming culture and a thriving gaming industry, which has contributed to the growth of the VR Hardware market. The country hosts several gaming events and has a large community of gamers, creating a favorable environment for the adoption of virtual reality technology. Additionally, France has a well-developed infrastructure and a high level of technological innovation, which has facilitated the growth of the VR Hardware market.

Underlying macroeconomic factors:
The growth of the VR Hardware market in France is also influenced by macroeconomic factors such as the overall economic growth, disposable income levels, and consumer confidence. As the economy improves and disposable incomes increase, consumers are more likely to invest in VR hardware. Furthermore, the increasing consumer confidence in the technology and the availability of a wide range of VR content have also contributed to the growth of the market. In conclusion, the VR Hardware market in France is experiencing significant growth due to customer preferences for immersive gaming experiences and the increasing adoption of virtual reality technology in various industries. The integration of virtual reality in sectors beyond gaming and the development of standalone VR headsets are key trends driving the market. France's strong gaming culture, technological innovation, and favorable macroeconomic factors have also contributed to the growth of the VR Hardware market in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

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